function PowerStruggle.Server:OnPlayerKilled(hit)
    TeamInstantAction.Server.OnPlayerKilled(self, hit);

    local deadGuy=hit.target;

    if (deadGuy and deadGuy.actor) then
        self:VehicleOwnerDeath(deadGuy);
        local revive=self.reviveQueue[deadGuy.id];

        --
        -- If the player killed a team mate then exit the function here without
        -- restoring any PP.
        --
        if (revive and revive.tk==true) then
            return
        end

        --
        -- Restore the players PP based on the players rank. This only needs to be
        -- done if the players current PP is less than the minimum PP specified for
        -- the players rank.
        --
        local rank=self.rankList[self:GetPlayerRank(deadGuy.id)];
        if (rank and rank.min_pp and rank.min_pp>0) then
            local currentpp=self:GetPlayerPP(deadGuy.id);
            if (currentpp<rank.min_pp) then
                --
                -- The players current PP amount is less than the minimum PP for his
                -- rank so award him the difference so that he has the minimum amount
                -- on spawn.
                --
                self:AwardPPCount(deadGuy.id, rank.min_pp-currentpp);
            end
        end
    end
    XLiveInfo(hit.target, hit.shooter)
end